165 lines
4.7 KiB
C
165 lines
4.7 KiB
C
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/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/*
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* mcube.c
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* Use 3 mouse buttons
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*/
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#include <windows.h>
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#include <stdio.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glaux.h"
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#define MY_CUBE_LIST 1
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GLfloat xAngle = 42.0, yAngle = 82.0, zAngle = 112.0;
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static int shoulder = 30, elbow = 0;
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void recalcView(void)
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{
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printf("recalc\n");
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/* reset modelview matrix to the identity matrix */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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/* move the camera back three units */
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glTranslatef(0.0, 0.0, -3.0);
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/* Rotate by X, Y, &z angles */
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glRotatef(xAngle, 0.1, 0.0, 0.0);
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glRotatef(yAngle, 0.0, 0.1, 0.0);
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glRotatef(zAngle, 0.0, 0.0, 1.0);
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}
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void xAdd (void)
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{
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printf("xadd\n");
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xAngle += 10.0F;
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recalcView();
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}
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void yAdd (void)
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{
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printf("yadd\n");
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yAngle += 10.0F;
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recalcView();
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}
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void zAdd (void)
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{
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printf("zadd\n");
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zAngle += 10.0F;
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recalcView();
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}
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void display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glCallList(MY_CUBE_LIST);
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glFlush();
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}
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void myinit (void)
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{
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glShadeModel (GL_FLAT);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glClearDepth(1.0);
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glClearColor(0.4, 0.1, 0.0, 1.0);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10.0);
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glNewList(MY_CUBE_LIST, GL_COMPILE);
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/* front face */
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glBegin(GL_QUADS);
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glColor3f(0.0, 0.7, 0.1); /* green */
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glVertex3f(-1.0, 1.0, 1.0);
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glVertex3f(1.0, 1.0, 1.0);
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glVertex3f(1.0, -1.0, 1.0);
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glVertex3f(-1.0, -1.0, 1.0);
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/* back face */
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glColor3f(0.9, 1.0, 0.0); /* yellow */
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glVertex3f(-1.0, 1.0, -1.0);
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glVertex3f(1.0, 1.0, -1.0);
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glVertex3f(1.0, -1.0, -1.0);
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glVertex3f(-1.0, -1.0, -1.0);
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/* top side face */
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glColor3f(0.0, 0.0, 0.8); /* blue */
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glVertex3f(-1.0, 1.0, 1.0);
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glVertex3f(1.0, 1.0, 1.0);
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glVertex3f(1.0, 1.0, -1.0);
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glVertex3f(-1.0, 1.0, -1.0);
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/* bottom side face */
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glColor3f(0.7, 0.0, 0.1); /* red */
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glVertex3f(-1.0, -1.0, 1.0);
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glVertex3f(1.0, -1.0, 1.0);
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glVertex3f(1.0, -1.0, -1.0);
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glVertex3f(-1.0, -1.0, -1.0);
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glEnd();
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glEndList();
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}
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void myReshape(GLsizei w, GLsizei h)
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{
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recalcView();
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glViewport(0, 0, w, h);
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}
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/* Main Loop
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* Open window with initial window size, title bar,
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* RGBA display mode, and handle input events.
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*/
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int main(int argc, char** argv)
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{
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auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
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auxInitPosition (100, 50, 400, 400);
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auxInitWindow ("mcube");
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myinit ();
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auxKeyFunc (AUX_LEFT, xAdd);
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auxKeyFunc (AUX_RIGHT, yAdd);
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auxKeyFunc (AUX_DOWN, zAdd);
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auxReshapeFunc (myReshape);
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auxMainLoop(display);
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}
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